g = pp->game;
else
g = pp->observe_list[0];
+ if(pp->game == g) { // [HGM] capture engine kibitz of player
+ float score; int depth;
+ if(sscanf(param[0].val.string, "!!! %f/%d", &score, &depth) == 2) {
+ struct game *gg = &game_globals.garray[g];
+ if(gg->numHalfMoves && gg->status == GAME_ACTIVE) {
+ int n = gg->numHalfMoves-1;
+ if(n && (gg->game_state.onMove == WHITE && gg->black != p ||
+ gg->game_state.onMove == BLACK && gg->white != p )) n--;
+ gg->moveList[n].score = score;
+ gg->moveList[n].depth = depth;
+ }
+ }
+ }
for (p1 = 0; p1 < player_globals.p_num; p1++) {
if ((p1 == p) || (player_globals.parray[p1].status != PLAYER_PROMPT))
continue;